SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

minimap-marker-logic

claude-code claude-opus-4-8 ✗ failed GOOD_FAILURE ↑ View task
Solved from the instruction alone, tests/ and solution/ were withheld from the agent's workspace and restored only for grading.
Reward = tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it.
Classification , post-hoc; cannot change the reward
GOOD_FAILUREHonest miss, the agent ran correctly but couldn't solve it. Expected for a hard task; the task is sound.
SubtypeImplementation Bugs
EvidenceAgent's implementation had multiple calculation and logic errors: (1) grid_scale formula: used `grid.size / viewport.size * zoom` instead of `grid.size / (viewport.size * zoom)`, causing test failure "grid_scale.x is incorrect"; (2) player_marker rotation: rotated by `-player.rotation` instead of `player.rotation + PI/2.0`, failing "Player marker rotation must track the player heading"; (3) coordinate transformation: agent applied complex frame rotation to offsets when reference simply uses `offset * grid_scale` without rotation; (4) missing signal connection: agent's `_add_marker` doesn't connect the "removed" signal, causing "Method expected 1 arguments, but called with 0" error. Test output shows 8 VALIDATION_FAILED messages before final VALIDATION_PASSED, resulting in reward=0.0.
Root causeThe agent misunderstood or misimplemented core mechanics despite having clear instructions. The failures stem from implementation bugs in the math/rotation logic and missing signal binding, not from underspecified requirements or ambiguous instructions.
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
45 tool calls · 3 tool types · 45 steps
# Minimap marker logic Complex Implement the minimap logic in `scripts/minimap.gd` (the method stubs are provided). The minimap watches every world object in the `minimap_objects` group and draws an icon marker for each on its grid. - Export a `Player` reference and a `zoom` property whose setter clamps zoom to a sensible minimum (markers must never invert or blow up) and immediately refreshes the on-screen scale , without waiting for the next frame. - Export a `Curve` named `falloff_curve` that controls marker size. Author it in the scene so its baked value is `1.0` at position `0.0`, `0.6` at position `0.5`, and `0.3` at position `1.0`. A marker that is fully on the grid uses the curve's near value (`falloff_curve.sample_baked(0.0)`); a marker whose object has gone off the grid uses the curve's far value (`falloff_curve.sample_baked(1.0)`). - After the first frame, center the player marker on the grid. - Compute `grid_scale` (a `Vector2`) that maps world space onto the grid, derived from the grid size, the viewport size, and the current zoom. - For every node in the `minimap_objects` group, duplicate the matching icon prototype (keyed by the object's `minimap_icon`), make it visible, add it under the grid, and remember it in a `markers` dictionary keyed by the world object. - Each frame, rotate every marker to reflect the player's heading and position it relative to the player. A marker whose object is within the grid keeps the near scale; when the object passes the grid edges, clamp the marker to the grid bounds and shrink it to the curve's far scale. - `_on_object_removed(object)` removes and erases that object's marker. - `_on_gui_input(event)` adjusts zoom on mouse-wheel scroll. The world scene already connects each object's `removed` signal to the minimap and tags mobs/crates into `minimap_objects`, each exposing a `minimap_icon` key.
I'll start by exploring the project structure and the existing minimap stub.
Read
{
  "file_path": "/home/user/task/scripts/minimap.gd"
}
output
1	extends MarginContainer
2	class_name Minimap
3	
4	@export var player: Player
5	@export var zoom = 1.5:
6		set = set_zoom
7	@export var falloff_curve: Curve
8	
9	@onready var grid = $Content/Grid
10	@onready var player_marker = $Content/Grid/PlayerMarker
11	@onready var mob_marker = $Content/Grid/MobMarker
12	@onready var alert_marker = $Content/Grid/AlertMarker
13	
14	@onready var icons = {
15		"mob": mob_marker,
16		"alert": alert_marker
17	}
18	
19	var grid_scale
20	var markers = {}
21	
22	func _ready():
23		pass
24	
25	func _process(delta):
26		pass
27			
28	func _on_object_removed(object):
29		pass
30	
31	func set_zoom(value):
32		pass
33	
34	func _on_gui_input(event):
35		pass
Bash
find . -type f -not -path '*/.git/*' | head -100 && echo "---GODOT VERSION---" && cat project.godot 2>/dev/null | head -40
output
./icon.svg
./icon.svg.import
./project.godot
./assets/Roboto-Medium.ttf
./assets/hud_heartEmpty.png
./assets/Roboto-Medium.ttf.import
./assets/hud_heartEmpty.png.import
./assets/hud_heartFull.png
./assets/hud_heartFull.png.import
./assets/interfacePack_sheet@2.png
./assets/interfacePack_sheet@2.png.import
./assets/minimapIcon_arrowA.png
./assets/minimapIcon_arrowA.png.import
./assets/minimapIcon_exclamationYellow.png
./assets/minimapIcon_exclamationYellow.png.import
./assets/minimapIcon_jewelRed.png
./assets/minimapIcon_jewelRed.png.import
./assets/panel_woodDetail_blank.png
./assets/panel_woodDetail_blank.png.import
./assets/pattern_blueprint.png
./assets/pattern_blueprint.png.import
./assets/pattern_blueprintPaper.png
./assets/pattern_blueprintPaper.png.import
./assets/spritesheet_characters.png
./assets/spritesheet_characters.png.import
./assets/spritesheet_tiles copy.png
./assets/spritesheet_tiles copy.png.import
./assets/tilesheet_complete.png
./assets/tilesheet_complete.png.import
./scripts/crate.gd
./scripts/crate.gd.uid
./scripts/heart_bar.gd
./scripts/heart_bar.gd.uid
./scripts/minimap.gd
./scripts/minimap.gd.uid
./scripts/mob.gd
./scripts/mob.gd.uid
./scripts/player.gd
./scripts/player.gd.uid
./scripts/size_test.gd
./scripts/size_test.gd.uid
./scripts/test.gd
./scripts/test.gd.uid
./scripts/world.gd
./scripts/world.gd.uid
./scenes/crate.tscn
./scenes/heart_bar.tscn
./scenes/main.tscn
./scenes/minimap.tscn
./scenes/mob.tscn
./scenes/player.tscn
./scenes/size_test.tscn
./scenes/test.tscn
./.godot/.gdignore
./.godot/global_script_class_cache.cfg
./.godot/uid_cache.bin
./.godot/scene_groups_cache.cfg
./.godot/editor/project_metadata.cfg
./.godot/editor/filesystem_cache10
./.godot/editor/Roboto-Medium.ttf-e482864eed5e182df7899f9ee5f50646.fontdata-folding-cba7ebbd9d8799cdd2221daddb506853.cfg
./.godot/editor/main.tscn-folding-3ad5c15c4f3250da0cc7c1af1770d85f.cfg
./.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex
./.godot/imported/Roboto-Medium.ttf-e482864eed5e182df7899f9ee5f50646.fontdata
./.godot/imported/Roboto-Medium.ttf-e482864eed5e182df7899f9ee5f50646.md5
./.godot/imported/hud_heartEmpty.png-b5f2b63fe817979e60044b16dd6f4e6b.ctex
./.godot/imported/hud_heartEmpty.png-b5f2b63fe817979e60044b16dd6f4e6b.md5
./.godot/imported/hud_heartFull.png-5833db7108a703c0fc0a8f5a9328755b.ctex
./.godot/imported/hud_heartFull.png-5833db7108a703c0fc0a8f5a9328755b.md5
./.godot/imported/interfacePack_sheet@2.png-ab1952e800f2e0b92c3cfa4f582c4939.ctex
./.godot/imported/interfacePack_sheet@2.png-ab1952e800f2e0b92c3cfa4f582c4939.md5
./.godot/imported/minimapIcon_arrowA.png-b7669ba5bbf10d93317baaf5783ebe92.ctex
./.godot/imported/minimapIcon_arrowA.png-b7669ba5bbf10d93317baaf5783ebe92.md5
./.godot/imported/minimapIcon_exclamationYellow.png-cb4a8ab12acb0ae00d25d94b7798ffa6.ctex
./.godot/imported/minimapIcon_exclamationYellow.png-cb4a8ab12acb0ae00d25d94b7798ffa6.md5
./.godot/imported/minimapIcon_jewelRed.png-e1b53284834693deeb4926be995b35f5.ctex
./.godot/imported/minimapIcon_jewelRed.png-e1b53284834693deeb4926be995b35f5.md5
./.godot/imported/panel_woodDetail_blank.png-fb0450ad09403a461d831ddb4bb19836.ctex
./.godot/imported/panel_woodDetail_blank.png-fb0450ad09403a461d831ddb4bb19836.md5
./.godot/imported/pattern_blueprint.png-e45be4667bcb564bc4e4d98207001a84.ctex
./.godot/imported/pattern_blueprint.png-e45be4667bcb564bc4e4d98207001a84.md5
./.godot/imported/pattern_blueprintPaper.png-569856968eeaa4df0025d039441b8e2f.ctex
./.godot/imported/pattern_blueprintPaper.png-569856968eeaa4df0025d039441b8e2f.md5
./.godot/imported/spritesheet_characters.png-3c0c465fcc2845a959d42c5252927ed4.ctex
./.godot/imported/spritesheet_characters.png-3c0c465fcc2845a959d42c5252927ed4.md5
./.godot/imported/spritesheet_tiles copy.png-7561fd0491ed7801d67e3b7303d27b9b.ctex
./.godot/imported/spritesheet_tiles copy.png-7561fd0491ed7801d67e3b7303d27b9b.md5
./.godot/imported/tilesheet_complete.png-5f14f2929ff3d9b1c136ce3cca4823a1.ctex
./.godot/imported/tilesheet_complete…[truncated]
Let me read the relevant scene files and scripts to understand the structure.
Read
{
  "file_path": "/home/user/task/scenes/minimap.tscn"
}
output
1	[gd_scene load_steps=7 format=3 uid="uid://bt76slcb5awbu"]
2	
3	[ext_resource type="Script" uid="uid://cdtwwpxx5va1w" path="res://scripts/minimap.gd" id="1_8wnx2"]
4	[ext_resource type="Texture2D" uid="uid://cq7bl56536exf" path="res://assets/panel_woodDetail_blank.png" id="1_23s65"]
5	[ext_resource type="Texture2D" uid="uid://bikdfyvvw5oag" path="res://assets/pattern_blueprintPaper.png" id="2_u1e1s"]
6	[ext_resource type="Texture2D" uid="uid://bn1rrxajfedmo" path="res://assets/minimapIcon_arrowA.png" id="3_q0vdd"]
7	[ext_resource type="Texture2D" uid="uid://bm30ksnske3e1" path="res://assets/minimapIcon_jewelRed.png" id="4_k3l5f"]
8	[ext_resource type="Texture2D" uid="uid://76t51rghfsgj" path="res://assets/minimapIcon_exclamationYellow.png" id="5_kxi43"]
9	
10	[node name="Minimap" type="MarginContainer"]
11	offset_right = 250.0
12	offset_bottom = 250.0
13	theme_override_constants/margin_left = 5
14	theme_override_constants/margin_top = 5
15	theme_override_constants/margin_right = 5
16	theme_override_constants/margin_bottom = 5
17	script = ExtResource("1_8wnx2")
18	
19	[node name="Frame" type="NinePatchRect" parent="."]
20	layout_mode = 2
21	texture = ExtResource("1_23s65")
22	patch_margin_left = 64
23	patch_margin_top = 64
24	patch_margin_right = 64
25	patch_margin_bottom = 64
26	
27	[node name="Content" type="MarginContainer" parent="."]
28	layout_mode = 2
29	theme_override_constants/margin_left = 20
30	theme_override_constants/margin_top = 20
31	theme_override_constants/margin_right = 20
32	theme_override_constants/margin_bottom = 20
33	
34	[node name="Grid" type="TextureRect" parent="Content"]
35	layout_mode = 2
36	texture = ExtResource("2_u1e1s")
37	stretch_mode = 1
38	
39	[node name="PlayerMarker" type="Sprite2D" parent="Content/Grid"]
40	position = Vector2(86, 86)
41	texture = ExtResource("3_q0vdd")
42	
43	[node name="MobMarker" type="Sprite2D" parent="Content/Grid"]
44	visible = false
45	position = Vector2(37, 40)
46	texture = ExtResource("4_k3l5f")
47	
48	[node name="AlertMarker" type="Sprite2D" parent="Content/Grid"]
49	visible = false
50	position = Vector2(112, 107)
51	texture = ExtResource("5_kxi43")
52	
53	[connection signal="gui_input" from="." to="." method="_on_gui_input"]
54
Read
{
  "file_path": "/home/user/task/scripts/world.gd"
}
output
1	extends Node2D
2	
3	@onready var minimap = $CanvasLayer/Minimap
4	func _ready():
5		get_viewport().warp_mouse(Vector2.ZERO)
6		var map_limits = $TileMap.get_used_rect()
7		$Player/Camera2D.limit_left = map_limits.position.x * $TileMap.tile_set.tile_size.x
8		$Player/Camera2D.limit_top = map_limits.position.y * $TileMap.tile_set.tile_size.y
9		$Player/Camera2D.limit_right = map_limits.end.x * $TileMap.tile_set.tile_size.x
10		$Player/Camera2D.limit_bottom = map_limits.end.y * $TileMap.tile_set.tile_size.y
11	
12		for object in get_tree().get_nodes_in_group("minimap_objects"):
13			object.removed.connect(minimap._on_object_removed)
14
Read
{
  "file_path": "/home/user/task/scripts/player.gd"
}
output
1	extends CharacterBody2D
2	class_name Player
3	
4	var speed = 250
5	var rotation_speed = 2.0
6	
7	var rotation_dir = 0
8	
9	func get_input():
10		rotation_dir = 0
11		velocity = Vector2.ZERO
12		if Input.is_action_pressed("right"):
13			rotation_dir += 1
14		if Input.is_action_pressed("left"):
15			rotation_dir -= 1
16		if Input.is_action_pressed("forward"):
17			velocity += transform.x * speed
18		if Input.is_action_pressed("back"):
19			velocity -= transform.x * speed
20	
21	func _physics_process(delta):
22		get_input()
23		rotation += rotation_dir * rotation_speed * delta
24		move_and_slide()
25	
26	
27
Read
{
  "file_path": "/home/user/task/scripts/mob.gd"
}
output
1	extends CharacterBody2D
2	class_name Mob
3	
4	signal removed
5	
6	var speed = 50
7	var minimap_icon = "mob"
8		
9		
10	func _ready():
11		rotation = randf_range(0, 2*PI)
12		
13		
14	func _physics_process(delta):
15		velocity = transform.x * speed
16		var collision = move_and_collide(velocity * delta)
17		if collision:
18			velocity = velocity.bounce(collision.get_normal()).rotated(randf_range(-PI/4, PI/4))
19		rotation = velocity.angle()
20
Read
{
  "file_path": "/home/user/task/scripts/crate.gd"
}
output
1	extends Area2D
2	class_name Crate
3	
4	signal removed
5	
6	var minimap_icon = "alert"
7	
8	func _on_body_entered(body):
9		if body is Player:
10			removed.emit(self)
11			queue_free()
12
Let me look at the main scene to understand the world structure and how the player/objects are positioned.
Read
{
  "file_path": "/home/user/task/scenes/main.tscn"
}
output
1	[gd_scene load_steps=11 format=3 uid="uid://dguv0hkao7pqf"]
2	
3	[ext_resource type="Texture2D" uid="uid://c5gsr7fhgurau" path="res://assets/spritesheet_tiles copy.png" id="1_glmfm"]
4	[ext_resource type="Script" uid="uid://fkcmf6eifby7" path="res://scripts/world.gd" id="1_iuc76"]
5	[ext_resource type="PackedScene" uid="uid://bt76slcb5awbu" path="res://scenes/minimap.tscn" id="2_jqjpi"]
6	[ext_resource type="Texture2D" uid="uid://c0lo2mixie6ti" path="res://assets/tilesheet_complete.png" id="2_mm6n6"]
7	[ext_resource type="PackedScene" uid="uid://dlpj7poq6v8et" path="res://scenes/player.tscn" id="3_l1kax"]
8	[ext_resource type="PackedScene" uid="uid://ckdfttpyosu3w" path="res://scenes/mob.tscn" id="5_hyw8m"]
9	[ext_resource type="PackedScene" uid="uid://blysxtj664jwm" path="res://scenes/crate.tscn" id="6_q6r6v"]
10	
11	[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_w8fcw"]
12	texture = ExtResource("1_glmfm")
13	separation = Vector2i(10, 10)
14	texture_region_size = Vector2i(64, 64)
15	0:0/0 = 0
16	0:0/0/terrain_set = 0
17	0:0/0/terrain = 0
18	0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
19	0:0/0/terrains_peering_bit/right_side = 0
20	0:0/0/terrains_peering_bit/bottom_side = 0
21	1:0/0 = 0
22	1:0/0/terrain_set = 0
23	1:0/0/terrain = 0
24	1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
25	1:0/0/terrains_peering_bit/bottom_side = 0
26	1:0/0/terrains_peering_bit/left_side = 0
27	2:0/0 = 0
28	2:0/0/terrain_set = 0
29	2:0/0/terrain = 0
30	2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
31	2:0/0/terrains_peering_bit/right_side = 0
32	2:0/0/terrains_peering_bit/left_side = 0
33	3:0/0 = 0
34	3:0/0/terrain_set = 0
35	3:0/0/terrain = 0
36	3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
37	3:0/0/terrains_peering_bit/right_side = 0
38	3:0/0/terrains_peering_bit/bottom_side = 0
39	3:0/0/terrains_peering_bit/left_side = 0
40	4:0/0 = 0
41	4:0/0/terrain_set = 0
42	4:0/0/terrain = 0
43	4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
44	4:0/0/terrains_peering_bit/right_side = 0
45	4:0/0/terrains_peering_bit/left_side = 0
46	4:0/0/terrains_peering_bit/top_side = 0
47	5:0/0 = 0
48	5:0/0/terrain_set = 0
49	5:0/0/terrain = 0
50	5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
51	5:0/0/terrains_peering_bit/left_side = 0
52	6:0/0 = 0
53	6:0/0/terrain_set = 0
54	6:0/0/terrain = 0
55	6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
56	6:0/0/terrains_peering_bit/top_side = 0
57	7:0/0 = 0
58	7:0/0/terrain_set = 0
59	7:0/0/terrain = 0
60	7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
61	7:0/0/terrains_peering_bit/right_side = 0
62	7:0/0/terrains_peering_bit/bottom_right_corner = 0
63	7:0/0/terrains_peering_bit/bottom_side = 0
64	8:0/0 = 0
65	8:0/0/terrain_set = 0
66	8:0/0/terrain = 0
67	8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
68	8:0/0/terrains_peering_bit/bottom_side = 0
69	8:0/0/terrains_peering_bit/bottom_left_corner = 0
70	8:0/0/terrains_peering_bit/left_side = 0
71	0:1/0 = 0
72	0:1/0/terrain_set = 0
73	0:1/0/terrain = 0
74	0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
75	0:1/0/terrains_peering_bit/right_side = 0
76	0:1/0/terrains_peering_bit/top_side = 0
77	1:1/0 = 0
78	1:1/0/terrain_set = 0
79	1:1/0/terrain = 0
80	1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
81	1:1/0/terrains_peering_bit/left_side = 0
82	1:1/0/terrains_peering_bit/top_side = 0
83	2:1/0 = 0
84	2:1/0/terrain_set = 0
85	2:1/0/terrain = 0
86	2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
87	…[truncated]
Read
{
  "file_path": "/home/user/task/scenes/mob.tscn"
}
output
1	[gd_scene load_steps=4 format=3 uid="uid://ckdfttpyosu3w"]
2	
3	[ext_resource type="Texture2D" uid="uid://7c5pshlyc7y8" path="res://assets/spritesheet_characters.png" id="1_or4v3"]
4	[ext_resource type="Script" uid="uid://btkbfavadlsem" path="res://scripts/mob.gd" id="1_xr348"]
5	
6	[sub_resource type="CircleShape2D" id="CircleShape2D_fwd4e"]
7	radius = 19.0
8	
9	[node name="Mob" type="CharacterBody2D" groups=["minimap_objects", "mobs"]]
10	script = ExtResource("1_xr348")
11	
12	[node name="Sprite2D" type="Sprite2D" parent="."]
13	position = Vector2(5, 0)
14	texture = ExtResource("1_or4v3")
15	region_enabled = true
16	region_rect = Rect2(425, -1, 36, 44)
17	
18	[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
19	position = Vector2(4, 0)
20	shape = SubResource("CircleShape2D_fwd4e")
21
Read
{
  "file_path": "/home/user/task/scenes/player.tscn"
}
output
1	[gd_scene load_steps=4 format=3 uid="uid://dlpj7poq6v8et"]
2	
3	[ext_resource type="Texture2D" uid="uid://7c5pshlyc7y8" path="res://assets/spritesheet_characters.png" id="1_7u7df"]
4	[ext_resource type="Script" uid="uid://cxhwtl040b5m8" path="res://scripts/player.gd" id="1_juomx"]
5	
6	[sub_resource type="CircleShape2D" id="CircleShape2D_0yn3b"]
7	radius = 20.0
8	
9	[node name="Player" type="CharacterBody2D"]
10	script = ExtResource("1_juomx")
11	
12	[node name="Sprite2D" type="Sprite2D" parent="."]
13	position = Vector2(10, 0)
14	texture = ExtResource("1_7u7df")
15	region_enabled = true
16	region_rect = Rect2(265, 132, 47, 43)
17	
18	[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
19	position = Vector2(3, 0)
20	shape = SubResource("CircleShape2D_0yn3b")
21	
22	[node name="Camera2D" type="Camera2D" parent="."]
23	rotation = -0.000102531
24	zoom = Vector2(2, 2)
25
Now I have a complete understanding of the project. This is a rotating minimap. Let me create a task to track and implement. Key facts: - `grid` is a TextureRect; `player_marker`, `mob_marker`, `alert_marker` are Sprite2D children. `icons` maps `"mob"→jewelRed`, `"alert"→exclamation`. - Mobs (`minimap_icon="mob"`) and crates (`minimap_icon="alert"`) are in `minimap_objects`; player has an arrow marker at center. - World connects each object's `removed` signal to `_on_object_removed`. Let me write the minimap script:
Write
{
  "file_path": "/home/user/task/scripts/minimap.gd",
  "content": "extends MarginContainer\nclass_name Minimap\n\n@export var player: Player\n@export var zoom = 1.5:\n\tset = set_zoom\n@export var falloff_curve: Curve\n\n@onready var grid = $Content/Grid\n@onready var player_marker = $Content/Grid/PlayerMarker\n@onready var mob_marker = $Content/Grid/MobMarker\n@onready var alert_marker = $Content/Grid/AlertMarker\n\n@onready var icons = {\n\t\"mob\": mob_marker,\n\t\"alert\": alert_marker\n}\n\n# Smallest zoom we allow. Anything at or below zero would collapse every\n# marker onto the centre (or mirror them through it), so clamp above zero.\nconst MIN_ZOOM = 0.5\n# How much a single mouse-wheel notch changes the zoom.\nconst ZOOM_STEP = 0.25\n\n# Maps a world-space offset (pixels from the player) onto grid-space pixels.\nvar grid_scale = Vector2.ONE\nvar markers = {}\n\nfunc _ready():\n\t# The grid only has a real size once the container has been laid out,\n\t# so wait a frame before measuring it or placing the player marker.\n\tawait get_tree().process_frame\n\tplayer_marker.position = grid.size / 2\n\t_refresh_grid_scale()\n\n\tfor object in get_tree().get_nodes_in_group(\"minimap_objects\"):\n\t\t_add_marker(object)\n\nfunc _process(_delta):\n\tvar grid_center = grid.size / 2\n\tfor object in markers:\n\t\tvar marker = markers[object]\n\n\t\t# Counter-rotate the marker by the player's heading so the minimap\n\t\t# behaves like a rigid board that turns with the player.\n\t\tmarker.rotation = -player.rotation\n\n\t\t# Where the object sits relative to the player, rotated into the\n\t\t# minimap's frame and scaled down into grid pixels.\n\t\tvar offset = (object.global_position - player.global_position).rotated(-player.rotation)\n\t\tvar grid_offset = offset * grid_scale\n\t\tvar marker_position = grid_center + grid_offset\n\n\t\tif abs(grid_offset.x) > grid_center.x or abs(grid_offset.y) > grid_center.y:\n\t\t\t# Object is past the edge of the grid: pin the marker to the\n\t\t\t# border and shrink it to the curve's far value.\n\t\t\tmarker_position.x = clampf(marker_position.x, 0.0, grid.size.x)\n\t\t\tmarker_position.y = clampf(marker_position.y, 0.0, grid.size.y)\n\t\t\tmarker.scale = Vector2.ONE * falloff_curve.sample_baked(1.0)\n\t\telse:\n\t\t\tmarker.scale = Vector2.ONE * falloff_curve.sample_baked(0.0)\n\n\t\tmarker.position = marker_position\n\nfunc _on_object_removed(object):\n\tif markers.has(object):\n\t\tmarkers[object].queue_free()\n\t\tmarkers.erase(object)\n\nfunc set_zoom(value):\n\tzoom = maxf(value, MIN_ZOOM)\n\t# Reflect the new zoom on screen right away instead of next frame.\n\t_refresh_grid_scale()\n\nfunc _on_gui_input(event):\n\tif event is InputEventMouseButton:\n\t\tif event.button_index == MOUSE_BUTTON_WHEEL_UP:\n\t\t\tzoom += ZOOM_STEP\n\t\telif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:\n\t\t\tzoom -= ZOOM_STEP\n\nfunc _add_marker(object):\n\tvar marker = icons[object.minimap_icon].duplicate()\n\tmarker.visible = true\n\tgrid.add_child(marker)\n\tmarkers[object] = marker\n\nfunc _refresh_grid_scale():\n\t# Can be called by the zoom setter before the scene is ready; the grid\n\t# has no usable size yet at that point, so bail until _ready runs.\n\tif not is_node_ready():\n\t\treturn\n\tgrid_scale = grid.size / get_viewport_rect().size * zoom\n"
}
output
The file /home/user/task/scripts/minimap.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Now let me author the `falloff_curve` in the minimap scene. I'll add a Curve sub-resource and assign it to the Minimap node:
Edit
{
  "replace_all": false,
  "file_path": "/home/user/task/scenes/minimap.tscn",
  "old_string": "[gd_scene load_steps=7 format=3 uid=\"uid://bt76slcb5awbu\"]\n\n[ext_resource type=\"Script\" uid=\"uid://cdtwwpxx5va1w\" path=\"res://scripts/minimap.gd\" id=\"1_8wnx2\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://cq7bl56536exf\" path=\"res://assets/panel_woodDetail_blank.png\" id=\"1_23s65\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://bikdfyvvw5oag\" path=\"res://assets/pattern_blueprintPaper.png\" id=\"2_u1e1s\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://bn1rrxajfedmo\" path=\"res://assets/minimapIcon_arrowA.png\" id=\"3_q0vdd\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://bm30ksnske3e1\" path=\"res://assets/minimapIcon_jewelRed.png\" id=\"4_k3l5f\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://76t51rghfsgj\" path=\"res://assets/minimapIcon_exclamationYellow.png\" id=\"5_kxi43\"]\n\n[node name=\"Minimap\" type=\"MarginContainer\"]\noffset_right = 250.0\noffset_bottom = 250.0\ntheme_override_constants/margin_left = 5\ntheme_override_constants/margin_top = 5\ntheme_override_constants/margin_right = 5\ntheme_override_constants/margin_bottom = 5\nscript = ExtResource(\"1_8wnx2\")",
  "new_string": "[gd_scene load_steps=8 format=3 uid=\"uid://bt76slcb5awbu\"]\n\n[ext_resource type=\"Script\" uid=\"uid://cdtwwpxx5va1w\" path=\"res://scripts/minimap.gd\" id=\"1_8wnx2\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://cq7bl56536exf\" path=\"res://assets/panel_woodDetail_blank.png\" id=\"1_23s65\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://bikdfyvvw5oag\" path=\"res://assets/pattern_blueprintPaper.png\" id=\"2_u1e1s\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://bn1rrxajfedmo\" path=\"res://assets/minimapIcon_arrowA.png\" id=\"3_q0vdd\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://bm30ksnske3e1\" path=\"res://assets/minimapIcon_jewelRed.png\" id=\"4_k3l5f\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://76t51rghfsgj\" path=\"res://assets/minimapIcon_exclamationYellow.png\" id=\"5_kxi43\"]\n\n[sub_resource type=\"Curve\" id=\"Curve_falloff\"]\n_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.5, 0.6), 0.0, 0.0, 0, 0, Vector2(1, 0.3), 0.0, 0.0, 0, 0]\npoint_count = 3\n\n[node name=\"Minimap\" type=\"MarginContainer\"]\noffset_right = 250.0\noffset_bottom = 250.0\ntheme_override_constants/margin_left = 5\ntheme_override_constants/margin_top = 5\ntheme_override_constants/margin_right = 5\ntheme_override_constants/margin_bottom = 5\nscript = ExtResource(\"1_8wnx2\")\nfalloff_curve = SubResource(\"Curve_falloff\")"
}
output
The file /home/user/task/scenes/minimap.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Let me check whether Godot is available to validate the script parses and the scene loads:
Bash
which godot godot4 2>/dev/null; ls /usr/local/bin 2>/dev/null | grep -i godot; echo "exit: $?"
output
/usr/local/bin/godot
godot
exit: 0

[stdout]
/usr/local/bin/godot
godot
exit: 0
Bash
timeout 120 godot --headless --check-only --script scripts/minimap.gd 2>&1; echo "=== exit: $? ==="
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)

=== exit: 0 ===

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)

=== exit: 0 ===
Script parses. Let me validate the curve bakes to the expected values and the scene loads, with a small headless test:
Bash
cat > /tmp/check.gd <<'EOF'
extends SceneTree

func _initialize():
	var scene = load("res://scenes/minimap.tscn")
	var inst = scene.instantiate()
	var curve = inst.falloff_curve
	print("curve assigned: ", curve != null)
	if curve:
		print("baked(0.0)=", curve.sample_baked(0.0))
		print("baked(0.5)=", curve.sample_baked(0.5))
		print("baked(1.0)=", curve.sample_baked(1.0))
	print("icons keys covered: mob/alert")
	quit()
EOF
timeout 120 godot --headless --script /tmp/check.gd 2>&1 | grep -v -E "Godot Engine|WARNING|root.superuser|GODOT_SILENCE|at: setup2"; echo "=== exit ==="
output
at: load (scene/resources/resource_format_text.cpp:447)
     at: load (scene/resources/resource_format_text.cpp:447)
     at: load (scene/resources/resource_format_text.cpp:447)
     at: load (scene/resources/resource_format_text.cpp:447)
     at: load (scene/resources/resource_format_text.cpp:447)
     at: load (scene/resources/resource_format_text.cpp:447)
curve assigned: true
baked(0.0)=1.0
baked(0.5)=0.60001522302628
baked(1.0)=0.30000001192093
icons keys covered: mob/alert
     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2679)
ERROR: 5 RID allocations of type 'PN13RendererDummy14TextureStorage12DummyTextureE' were leaked at exit.
     at: cleanup (core/object/object.cpp:2378)
ERROR: 7 resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:614)
=== exit ===

[stdout]
     at: load (scene/resources/resource_format_text.cpp:447)
     at: load (scene/resources/resource_format_text.cpp:447)
     at: load (scene/resources/resource_format_text.cpp:447)
     at: load (scene/resources/resource_format_text.cpp:447)
     at: load (scene/resources/resource_format_text.cpp:447)
     at: load (scene/resources/resource_format_text.cpp:447)
curve assigned: true
baked(0.0)=1.0
baked(0.5)=0.60001522302628
baked(1.0)=0.30000001192093
icons keys covered: mob/alert
     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2679)
ERROR: 5 RID allocations of type 'PN13RendererDummy14TextureStorage12DummyTextureE' were leaked at exit.
     at: cleanup (core/object/object.cpp:2378)
ERROR: 7 resources still in use at exit (run with --verbose for details).
   at: clear (core/io/resource.cpp:614)
=== exit ===
Curve bakes exactly as required (1.0 / 0.6 / 0.3). The exit errors are just my un-freed test instance. Now let me run the actual game scene headless for a moment to confirm `_ready`/`_process` run without errors:
Bash
timeout 8 godot --headless 2>&1 | grep -v -E "Godot Engine|WARNING: Started|root.superuser|GODOT_SILENCE|at: setup2" | grep -iE "error|script|minimap|invalid|nil|null|Cannot" | head -40; echo "=== done ==="
output
Terminated
=== done ===

[stdout]
Terminated
=== done ===
No errors surfaced. Let me do a final broad error scan over a clean run to be sure nothing throws in `_process` (which iterates markers every frame):
Bash
timeout 6 godot --headless --verbose 2>&1 | grep -iE "SCRIPT ERROR|Invalid (get|call|access)|Nil|out of bounds|Trying to|res://scripts/minimap" | head -30; echo "=== scan complete (no matches = clean) ==="
output
Terminated
=== scan complete (no matches = clean) ===

[stdout]
Terminated
=== scan complete (no matches = clean) ===
The implementation runs cleanly with no script errors. Here's a summary of what I implemented. ## `scripts/minimap.gd` - **`player` / `zoom` exports**: `set_zoom` clamps to `MIN_ZOOM = 0.5` (`maxf`) so zoom can never reach 0 or go negative , markers can't collapse onto the center or mirror through it , and calls `_refresh_grid_scale()` so the on-screen scale updates immediately rather than next frame. - **`falloff_curve` export**: sampled at `0.0` for the near scale and `1.0` for the far scale. - **`_ready`**: awaits one `process_frame` (so the container is laid out and `grid.size` is real), centers `player_marker` at `grid.size / 2`, computes `grid_scale`, then builds a marker for every node in `minimap_objects`. - **`grid_scale`**: `grid.size / get_viewport_rect().size * zoom` , maps world pixels onto grid pixels, derived from grid size, viewport size, and zoom. - **`_add_marker`**: duplicates the prototype keyed by `object.minimap_icon` (`mob`→jewel, `alert`→exclamation), makes it visible, parents it under the grid, and stores it in `markers` keyed by the world object. - **`_process`**: each frame counter-rotates each marker by `-player.rotation` and positions it relative to the player (offset rotated into the minimap frame × `grid_scale`). Objects inside the grid keep the near scale; objects past the edges are clamped to the grid bounds and shrunk to the far scale. - **`_on_object_removed`** frees and erases the marker; **`_on_gui_input`** nudges `zoom` by `±0.25` on wheel scroll (routing through the clamping setter). A guard (`is_node_ready()`) in `_refresh_grid_scale` handles the setter firing during scene load before `@onready` vars exist. ## `scenes/minimap.tscn` Added a `Curve` sub-resource authored with points `(0.0, 1.0)`, `(0.5, 0.6)`, `(1.0, 0.3)` and assigned it to the node's `falloff_curve`. Verified in-engine that it bakes to exactly `1.0 / 0.6 / 0.3`, and bumped `load_steps` to `8`.
Final diff , what the agent changed

No file changes, the agent left the workspace untouched.

Verifier output , the proof behind the reward
tests/test.sh
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)

WARNING: res://scenes/main.tscn:3 - ext_resource, invalid UID: uid://c5gsr7fhgurau - using text path instead: res://assets/spritesheet_tiles copy.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:4 - ext_resource, invalid UID: uid://fkcmf6eifby7 - using text path instead: res://scripts/world.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:3 - ext_resource, invalid UID: uid://cdtwwpxx5va1w - using text path instead: res://scripts/minimap.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:4 - ext_resource, invalid UID: uid://cq7bl56536exf - using text path instead: res://assets/panel_woodDetail_blank.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:5 - ext_resource, invalid UID: uid://bikdfyvvw5oag - using text path instead: res://assets/pattern_blueprintPaper.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:6 - ext_resource, invalid UID: uid://bn1rrxajfedmo - using text path instead: res://assets/minimapIcon_arrowA.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:7 - ext_resource, invalid UID: uid://bm30ksnske3e1 - using text path instead: res://assets/minimapIcon_jewelRed.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:8 - ext_resource, invalid UID: uid://76t51rghfsgj - using text path instead: res://assets/minimapIcon_exclamationYellow.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:6 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:4 - ext_resource, invalid UID: uid://cxhwtl040b5m8 - using text path instead: res://scripts/player.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:4 - ext_resource, invalid UID: uid://btkbfavadlsem - using text path instead: res://scripts/mob.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/crate.tscn:3 - ext_resource, invalid UID: uid://cyluamnenuql0 - using text path instead: res://scripts/crate.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/crate.tscn:4 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
VALIDATION_FAILED: grid_scale.x is incorrect for the current zoom
VALIDATION_FAILED: grid_scale.y is incorrect for the current zoom
VALIDATION_FAILED: Player marker rotation must track the player heading at every angle
VALIDATION_FAILED: Player marker rotation must track the player heading at every angle
VALIDATION_FAILED: Player marker rotation must change as the player turns
VALIDATION_FAILED: Player marker rotation must track the player heading at every angle
VALIDATION_FAILED: Player marker rotation must change as the player turns
VALIDATION_FAILED: Player marker rotation must track the player heading at every angle
VALIDATION_FAILED: Player marker rotation must change as the player turns
VALIDATION_FAILED: Player marker rotation must track the player heading at every angle
VALIDATION_FAILED: Player marker rotation must change as the player turns
VALIDATION_FAILED: Player marker rotation must track the player heading at every angle
VALIDATION_FAILED: Player marker rotation must change as the player turns
VALIDATION_FAILED: grid_scale must recompute correctly after a zoom change
VALIDATION_FAILED: set_zoom must recompute grid_scale immediately , do not defer to _process
ERROR: Error calling from signal 'removed' to callable: 'MarginContainer(minimap.gd)::_on_object_removed': Method expected 1 arguments, but called with 0.
   at: emit_signalp (core/object/object.cpp:1249)
VALIDATION_FAILED: Removed object should be erased from markers when its 'removed' signal fires
VALIDATION_PASSED: Minimap marker logic and zoom control implemented

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_b738a8aa834549ee. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_b738a8aa834549ee · verifier authoritative; classifier explanatory.